Commit Graph

22 Commits

Author SHA1 Message Date
Mikolaj Sieluzycki
fa01cacb6c Trim down the amount of UObject constructors.
#codereview Robert.Manuszewski

[CL 2429641 by Mikolaj Sieluzycki in Main branch]
2015-02-03 05:40:57 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Marc Audy
0acad9828f Convert Engine, QAGame, and Sample Games to use TimerHandle
[CL 2366279 by Marc Audy in Main branch]
2014-11-20 10:01:23 -05:00
sebastian kowalczyk
d93787f6b0 Fixed keyboard shortcut display name for GameplayDebugger - it should work Ok with any keyboard binding now.
[CL 2342150 by sebastian kowalczyk in Main branch]
2014-10-28 07:46:37 -04:00
sebastian kowalczyk
07780f1a85 Fixed GameplayDebugger activation with keyboard shortcut #ue4
[CL 2342123 by sebastian kowalczyk in Main branch]
2014-10-28 06:41:19 -04:00
sebastian kowalczyk
5805456393 Binary file format for Visual Logger (Log Visualizer can still load old file format)
Removed old Visual Logger class and files. Minor cleanups in code.

[CL 2341032 by sebastian kowalczyk in Main branch]
2014-10-27 08:35:45 -04:00
Jaroslaw Palczynski
7c41927cf4 Rename FPostConstructInitializeProperties to something simpler
Changed it with FObjectInitializer.

UECORE-7

[CL 2328384 by Jaroslaw Palczynski in Main branch]
2014-10-14 10:29:11 -04:00
sebastian kowalczyk
373f6d3117 Fixed issue with auto activated GameplayDebuggeron clients #ue4
[CL 2315787 by sebastian kowalczyk in Main branch]
2014-10-01 08:53:33 -04:00
sebastian kowalczyk
e74d475b37 Fixes for GameplayDebugger.
- fixed activation in different configurations (PIE, standalone, client-server, etc.).
- Fixed issues related to NavMesh rendering
- fixed EQS query switching
Fixes integrated from Dev (CL #2292104 and CL #2292198)

[CL 2292239 by sebastian kowalczyk in Main branch]
2014-09-10 05:48:38 -04:00
sebastian kowalczyk
2abce66ad4 - Extended GameplayDebugger data view in Simulation. I added a way to switch debug views, to have all functionality from PIE.
- Fixed paths rendering while using GameplayDebugger (client/server too)
Both changes integrated to Main from Dev (CL #2290675, CL #2282927)

[CL 2290696 by sebastian kowalczyk in Main branch]
2014-09-09 12:17:30 -04:00
sebastian kowalczyk
baca4a73d6 Optimizations to GameplayDebugger, mostly for data replication. #ue4
[CL 2270396 by sebastian kowalczyk in Main branch]
2014-08-25 11:07:28 -04:00
Billy Bramer
087e56e66a Merging using UE4-Fortnite-To-UE4 from CL 2261973
Includes the following engine-level changes (among others; biggest change is enabling world assets by default):

CL 2252857
added dynamic allocations for path finding, removed hardcoded limit of 128 polys in path corridor

CL 2256142
Added support for native arrays in JSON object converter.

- Permissive in treating arrays of size 1 and scalars as equivalent
- Excess elements in JSON are ignored. Serialization succeeds but a warning is logged

CL 2256073
Fixed a bug in ARecastNavMesh::BatchRaycast resulting in NaN hit locations

CL 2253797
#UE4 More aggressively setting RF_Public and RF_Standalone flags on maps and ensuring world names match package names. This is necessary because umaps are currently being managed outside of the content browser and it is causing a few issues. Also, packages containing maps now synthesize asset data when the package contains absolutely no asset data (probably because the UWorld in it was not RF_Public at the time it was saved due to a previous bug).

CL 2258142
#UE4 Added a GC during map load that reclaims memory allocated during load/init. This is needed to finish the load on low-memory devices in games that allocate more memory after load.

CL 2247003
Added homing to ProjectileMovementComponent

- Homing requires both a bool and a target component to be set, the strength is determined by a customizable variable
- Both homing and gravity are now applied in the new virtual function "CalculateAcceleration"

CL 2247249
Moved the homing modification to acceleration occur in a separate function specifically for homing

CL 2257043
- Guard net dormancy calls against executing on clients, based on thread with DaveR and JohnP; This particular case was the result of an intentionally client-authoritative actor calling the dormancy functions via inheritance

CL 2245629
#UE4 - fixed json TryGetNumber to round negatives appropriately

CL 2255312
#UE4 Enabling World Assets by default.

CL 2260956
Analytics ET now loads HTTP at StartupModule so the module will be available during ShutdownModule to flush events

CL 2245571
GenericTeamAgentInterface can now retrieve attitude of an agent towards a given actor #UE4

- Made PerceptionSystem's sight sense take advantage of that

CL 2246897
Fixed perception listeners not being removed from the PerceptionSystem on Owner's end play #UE4

- addresses TTP#343392

CL 2260634
added more debug data for NaN in crowd simulation

CL 2248387
Added possibility to debug multiple EQS queries with GameplayDebugger. #ue4
Fixed network replication from bandwidth point of view for data in GameplayDebugger. #ue4

CL 2253281
Added additional information to the visual logger for UBTCompositeNode::DoDecoratorsAllowExecution
- We now keep track of whether a decorator allows execution, in addition to the existing log for not allowing execution

CL 2255310
#UE4 The world browser module now listens to WorldAdded/WorldDestroyed events instead of WorldInit/WorldCleanup events. Worlds can be initialized without being the editor world and this handles that case.

CL 2258256
#UE4 Replacing the SOpenLevelDialog with a new generic SAssetDialog. This dialog will be used as a generic Open or Save As dialog for assets.

[CL 2266822 by Billy Bramer in Main branch]
2014-08-21 20:30:51 -04:00
Josh Markiewicz
c18a424666 Weekly Fort Dev -> Main integration from UE4-Fortnite-CL-2245134
MCP
 "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "build" : "306",
  "cln" : "2245028",
  "version" : "UNKNOWN"

[CL 2247600 by Josh Markiewicz in Main branch]
2014-08-07 17:34:29 -04:00
Michael Trepka
f4438a0e55 Separate Control and Command keys on Mac; some editor shortcuts remapped to use Ctrl to free Cmd for Mac-specific shortcuts (Cmd+W, Cmd+M and Cmd+H)
[CL 2225709 by Michael Trepka in Main branch]
2014-07-21 13:10:16 -04:00
Bob Tellez
a399d885b6 Merging CL#2188206 using UE4-Fortnite-To-UE4
MCPInfo:
  "app" : "fortnite",
  "moduleName" : "Fortnite-PublicService",
  "branch" : "TRUNK",
  "build" : "240",
  "cln" : "2172251",
  "version" : "UNKNOWN"

[CL 2215307 by Bob Tellez in Main branch]
2014-07-14 19:41:38 -04:00
sebastian kowalczyk
fd585d3d24 Added correct multi-client support for GameplayDebugger. #UE4
Removed some header dependencies from GameplayDebugger (GameplayDebugger's pch no longer including editor headers, etc.) #UE4

[CL 2116658 by sebastian kowalczyk in Main branch]
2014-06-25 09:28:40 -04:00
Robert Manuszewski
e2bb29b5fa Fixing PCH warnings in GameplayDebugger and AIModule
#codereview mieszko.zielinski

[CL 2109143 by Robert Manuszewski in Main branch]
2014-06-18 08:25:46 -04:00
Mieszko Zielinski
b8035d53ef Made GameDebugger module not include Engine.h #UE4
[CL 2101769 by Mieszko Zielinski in Main branch]
2014-06-11 09:53:20 -04:00
sebastian kowalczyk
11f70e150d Fixed differen issues for GameplayDebugger and fixed missing features we had before moving to separate module.
[CL 2101734 by sebastian kowalczyk in Main branch]
2014-06-11 09:13:09 -04:00
Eric Newman
d1edcf5f62 Resolved several merge conflicts caused by premature commit of integration from UE4-Fortnite
[CL 2101076 by Eric Newman in Main branch]
2014-06-10 18:20:00 -04:00
Eric Newman
43162b12dc Weekly UE4-Fortnite=>UE4 merge using UE4-Fortnite-To-UE4 of approved cl# 2098745
[CL 2100757 by Eric Newman in Main branch]
2014-06-10 16:45:28 -04:00
sebastian kowalczyk
bcf63d6e0f Moved Gameplay Debugging Tool to separate module. It's GameplayDebugger module now. Will have to bring back some functionality later (connection with BT debugger, etc.) #ue4
[CL 2100589 by sebastian kowalczyk in Main branch]
2014-06-10 13:56:35 -04:00